Ask HN: Founders who are implementing LLM in games, what is your vision?
One thing that is not yet clear after AI boom is how will it affect Games. One day i was talking to a character in character.ai, i prompted the character to be a factory worker with minimal education, when i asked how to write c++ code to find factorial of a number it gave me the code. certainly that's not how LLMs can be implemented in games. LLMs can take the story beyond the bounds of the gameplay.
Another thing that i noticed is that whichever game is using LLM in NPCs, they are doing so only on the characters which are currently talking with the user. but this is not how you generate a completely random world, you need to ensure that agents interact with each other as well. But this is more of a scalability issue, imagine 100 NPCs in the world fighting for LLM API every second. This can be extremely expesive.
Another issue is Alignment in LLMs.
If anyone is working on this, what are you aiming for? creating a character engine? or creating new experiences for the user? Rather than LLMs, I'm more intrigued by models which can generate assets and environments are you working on that? it needs a stable-diffusion kind of breakthrough to achieve that. here's a post on HN new right now, there are many papers published if you look for them or know who to follow. I think I follow someone on Twitter, but their algo is promoting rage bait right now, so I see less of the AI content I'd like not working on it, but there are many papers and projects out there showing it off Yeah, it would be pretty cool to generate or modify assets on-the-fly depending on the character's path. Maybe there's a karma system and the character is becoming more evil, which then applies a weight to the assets and makes the world darker/scarier. I wasn't thinking on the fly as much as reducing the effort to build scenes in the first place